Torque3D/Engine/source/afx/ce/afxBillboard_T3D.cpp
Areloch 64b98b0c10 Converts most of AFX classes to utilize assets
Adds modified classes to project importer convert logic
2021-08-22 02:15:14 -05:00

132 lines
4.6 KiB
C++

//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
// Arcane-FX for MIT Licensed Open Source version of Torque 3D from GarageGames
// Copyright (C) 2015 Faust Logic, Inc.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
#include "afx/arcaneFX.h"
#include "gfx/gfxTransformSaver.h"
#include "gfx/primBuilder.h"
#include "afx/afxChoreographer.h"
#include "afx/ce/afxBillboard.h"
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//
void afxBillboard::prepRenderImage(SceneRenderState* state)
{
if (!is_visible)
return;
ObjectRenderInst *ri = state->getRenderPass()->allocInst<ObjectRenderInst>();
ri->renderDelegate.bind(this, &afxBillboard::_renderBillboard);
ri->type = RenderPassManager::RIT_ObjectTranslucent;
ri->translucentSort = true;
ri->defaultKey = (U32)(dsize_t)mDataBlock;
ri->sortDistSq = getWorldBox().getSqDistanceToPoint( state->getCameraPosition() );
state->getRenderPass()->addInst(ri);
}
void afxBillboard::_renderBillboard(ObjectRenderInst *ri, SceneRenderState* state, BaseMatInstance* overrideMat)
{
if (overrideMat)
return;
// predraw
if (normal_sb.isNull())
{
GFXStateBlockDesc desc;
// Culling -- it's a billboard, so no backfaces
desc.setCullMode(GFXCullCW);
// Blending
desc.setBlend(true, mDataBlock->srcBlendFactor, mDataBlock->dstBlendFactor);
desc.alphaTestEnable = (desc.blendSrc == GFXBlendSrcAlpha &&
(desc.blendDest == GFXBlendInvSrcAlpha || desc.blendDest == GFXBlendOne));
desc.alphaTestRef = 1;
desc.alphaTestFunc = GFXCmpGreaterEqual;
desc.setZReadWrite(true);
desc.zFunc = GFXCmpLessEqual;
desc.zWriteEnable = false;
desc.samplersDefined = true;
normal_sb = GFX->createStateBlock(desc);
desc.setCullMode(GFXCullCCW);
reflected_sb = GFX->createStateBlock(desc);
}
if (state->isReflectPass())
GFX->setStateBlock(reflected_sb);
else
GFX->setStateBlock(normal_sb);
GFXTransformSaver saver;
GFX->multWorld(getRenderTransform());
GFX->setTexture(0, mDataBlock->mTexture);
MatrixF worldmod = GFX->getWorldMatrix();
MatrixF viewmod = GFX->getViewMatrix();
Point4F Position;
MatrixF ModelView;
ModelView.mul(viewmod, worldmod);
ModelView.getColumn(3, &Position);
ModelView.identity();
ModelView.setColumn(3, Position);
GFX->setWorldMatrix(ModelView);
MatrixF ident;
ident.identity();
GFX->setViewMatrix(ident);
F32 width = mDataBlock->dimensions.x * 0.5f * mObjScale.x;
F32 height = mDataBlock->dimensions.y * 0.5f * mObjScale.z;
Point3F points[4];
points[0].set( width, 0.0f, -height);
points[1].set(-width, 0.0f, -height);
points[2].set(-width, 0.0f, height);
points[3].set( width, 0.0f, height);
PrimBuild::begin(GFXTriangleStrip, 4);
{
PrimBuild::color4f(live_color.red, live_color.green, live_color.blue, live_color.alpha*fade_amt);
PrimBuild::texCoord2f(mDataBlock->texCoords[1].x, mDataBlock->texCoords[1].y);
PrimBuild::vertex3fv(points[1]);
PrimBuild::texCoord2f(mDataBlock->texCoords[2].x, mDataBlock->texCoords[2].y);
PrimBuild::vertex3fv(points[0]);
PrimBuild::texCoord2f(mDataBlock->texCoords[0].x, mDataBlock->texCoords[0].y);
PrimBuild::vertex3fv(points[2]);
PrimBuild::texCoord2f(mDataBlock->texCoords[3].x, mDataBlock->texCoords[3].y);
PrimBuild::vertex3fv(points[3]);
}
PrimBuild::end();
}
//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~//~~~~~~~~~~~~~~~~~~~~~//